Rules Close Rules

Introduction
This is a simulation of the Charles XII's invasion of Russia in 1708. Each turn represents about 1 week, with the game lasting through 1710. The pieces represent the armies of Sweden, Russia, Poland and the Ukrainian Cossacks, with of varying levels of strength, supply, morale, etc., with the information for which appearing to the top right of the main map. The user interface is done solely via the keypad, and with movement being done in increments of 10 pixels, in the direction based on the key pressed. There is NO AI, but elements have been added to recreate some "fog of war". Specifically, the side whose unit is not active, has its units hidden (see exceptions later in the rules).


Keypad Commands
\
Select another Unit
/
Forced March
*
Raze
-
Split
7
Move Northwest
8
Move due North
9
Move Northeast
+
Join
4
Move due West
5
Stop moving
6
Move due East
1
Move Southwest
2
Move due South
3
Move Southeast
Enter
Get Unit Information
  0
Fortify/Demolish
.
Forage


Units
Swedish: blue with 3 crowns
 
Polish (Swedish ally): red with white eagle
 
Cossacks (Swedish ally): white with yellow/blue crest
 
Russian: yellow with black eagle
 
Towns under Swedish/Allied control are blue; those under Cossack control are also somewhat faded;
 
Towns under Russian control are green
 
An Non-besieged Active unit may Join with a unit of the same nationality, and that only at the beginning of the Active unit's movement. It does not further movement that turn.
 
An Non-besieged Active unit may Split at the beginning of a unit's movement, but may continue to move for that turn.
 
The amount a unit may Split is by 10% increments, selected at the time of Split (a popup will appear where the amount is typed).
 
Enemy units not in Towns are hidden, until made contact by the Active unit.


Information
To get the Information of an Active unit, hit ENTER on the keypad.
 
The Information will appear below the Date and Weather indicator in the top right.
 
The unit's Strength, Supply and current Terrain will appear.
 
In addition, the Information will indicate if a unit is in town, if it is demoralized, if it is out of Supply, and if it is currently being besieged.
 
If a unit is currently besieging, the Information will show if the siege is still being prepared or if siege setup is complete.
 
Finally, if Peter or Charles is with a unit, it'll show the appropriate crest.
 
No information is available for any other unit, only for the Active one.


Terrain
Roads: Denoted by a red line. Reduces movement costs.
 
Rivers: Denoted by a blue line. Increases movement costs. Adds advantage to Defender.
 
Woods/Swamps: Denoted by green area. Increases movement costs. Adds advantage to Defender.
 
A Unit moving on a Road that's on River and/or through Woods/Swamps are considered to be on the Road for Movement costs and Combat result determination.
 
Towns: Denoted by Fortress symbol. Increases movement costs. Considerable advantage to defender; Acts as a Supply Source.


Weather
Clear: no effect on either Movement or Combat.
 
Rain: Increases Movement costs. Add advantage to Attacker. Further increases movements costs in Woods/Swamps and Rivers (due to flooding). Reduces supply line length.
 
Snow: Increases Movement costs. Add advantage to Attacker. Unit moving onto River might cross it (due to freezing), randomly determined at time of crossing. Reduces supply line.
 
The Time of year and current Weather is displayed at the top right of the screen.


Movement
For the Swedes/Allies, Charles is the first "Active" unit, then other Swedish/Allied units are randomly selected; for the Russians, Peter is "Active" first, then other Russian units are randomly selected.
 
Player may wait on moving the randomly selected unit, and another unit will be randomly selected.  
Active units are denoted by being at full opacity.
 
Units move in the direction as per the keypad selection.
 
The allowed movement for a unit is random per each turn and hidden.
 
A unit's allowed movement is doubled when doing a Forced March;
 
A unit's allowed movement is doubled is Charles is with that unit.
 
Cossack allowed movement is doubled.
 
A unit that is Demoralized has its allowed movement halved.
 
A unit end its move upon entering a town.
 
A unit end its move upon crossing a river during turn where the Weather is not Snow. If there Weather is Snow, a unit might continue (based on random number).
 
Movement incurs loss of both Strength and Supply, based on Weather and Terrain, as well as the ratio of Supply to Strength.
 
A unit on Forced March incurs at least double the loss of both Strength and Supply. Each consecutive move a unit on Forced March furth increases the RATE of Strength and Supply.
 
The higher a unit's Strength, the higher the RATE of loss of both Strength and Supply.
 
A unit with Supply higher than its Strength might incur an additional loss of both Strength and Supply.
 
When a unit makes contact with an enemy unit, its movement stops for that turn. Combat, however, is not guaranteed.
 
Movement costs are higher when moving through Terrain and/or Weather that is not Clear.
 
Upon Movement, a Besieging unit is no longer Besieging and its siege is no longer in effect.
 
A unit may not enter a town which is besieged.
 
A unit which is besieged may not move.
 
A unit which has a Strength less than 2 may not move or continue moving. Such units should instead be used as garrisons. [This rule prevents units from marching until there's no unit left!]


Supply/Reinforcements/Forage
All units, regardless of action, suffer attrition every turn, and the amount of attrition is based on unit strength and supply, as well as weather
 
Only a Non-Besieged Town of the same side as the unit receiving supplies can act a Supply Source for that unit  
A unit's Supply Line ("LOC") is determined by the path of its march to its Supply Source.
 
The maximum length of the LOC is roughly equal to about half of a unit maximum possible movement, and is shorter during Non-Clear Weather.
 
An LOC is blocked by enemy units or enemy controlled Towns (occupied or not).
 
A unit that has an unblocked LOC to its Supply Source is considered to be "in Supply".
 
If a unit's LOC is blocked or is too long, it is considered "Out of Supply". This means that it will not be able to received additional Supplies; it does NOT mean that it has no Supply.
 
At the beginning of each turn, any Non-Besieged unit in a Town or which is in Supply will receive Supply based on the Strength of the unit in question up to the amount of Supply in that Town or Supply Source.
 
Additional Supply is randomly determined and based on the amount of Supply in the Town.
 
At the beginning of each turn, a Town might get additional Supply based on the Town's size, those having a non-italicized name being considered large and thus having more Supply potential.
 
A Town which has is besieged (i.e. the occupying unit is besieged) gets less additional Supply.
 
At the beginning of each turn, a Non-Besieged Swedish unit w/ Charles in Riga might receive an additional Strength point, so long as Abo and Helsingfors is not occupied by a Russian unit.
 
At the beginning of each turn, a Non-Besieged Russian unit w/ Peter in Smolensk or Nowgorod might receive 1 additional Strength point; in Moscow, 2 additional Strength points.
 
The amount of supplies acquired by a unit in a Town is removed from that Town's Supply.
 
A unit's Combat modifier as well as its Movement Costs is based on the ratio of its Supply to its Strength (i.e. a unit of 49 Supply and 50 Strength is still technically supplied, but its Combat ability would be approx. 49/50 or 99%).
 
At the end of each turn, any unit out of Supply might lose up to 10% of its Strength, as well as up to 10% of its Supply.
 
At the beginning of each turn, a Non-Besieging and non-besieged unit may elect to Forage.
 
A unit which elects to Forage and is inn a Town and which has full supplies (i.e. its Supply is equal to its Strength) might "Stockpile", meaning it can opt to get Additional Supply beyond what it needs.
 
Decision to Forage is made at the beginning of move, at which time the unit makes no further move.
 
The amount of Supply gathered during Forage is randomly determined, based on the Strength of the unit [smaller units will gather less forage], the Supply of the unit, and how many turns a unit is doing Forage at the same location: the longer a unit is at a location for Forage, the less Supply it will collect.
 
For every turn Baturin (where the Cossack units are initially deployed) is occupied by a Russian unit, a random number of Strength points are removed from the Cossack units.
 
if Warsaw is occupied by a Russian unit, all Polish units are remove the next turn, unless Warsaw is recaptured by Swedish/Allied units during that turn.


Morale Check
If a Unit wishes to attack, it will first have a Morale Check. If not successful, no further action occurs.
 
The Morale Check has a better chance of succeeding if the would-be defending unit is unsupplied or demoralized.
 
The Morale Check has less chance of succeeding if the attacking unit is unsupplied and even more if demoralized.
 
The Morale Check has less chance of succeeding if the would-be defending unit contains Swedish strength points,
 
If a Unit is Swedish, the Morale Check has a better chance of succeeding, and even more if Karl is with the unit.
 
If a Unit is Russian, the Morale Check has less chance of succeeding.
 
If Karl is with the would-be defedng Unit, the Morale Check has less chance of succeeding.


Combat
A unit which makes contact with an enemy unit stops its movement, and whether or not Combat takes place is determined at that time. Unit in question is considered the Attacker
 
A Besieging unit may initiate Combat with a Non-Besieged unit, but in so doing, its siege is no longer in effect.
 
There is a greater than 50% chance that the Defender will be given the option to accept Combat. If the Defender elect to not accept, no further action occurs.
 
Combat will always occur if the Defender is a Besieging unit.
 
Non-Clear Terrain gives advantage to Defender; Non-Clear Weather gives advantage to Attacker.
 
A unit that is Demoralized or has less than 100% Supply (where Supply is less than the Strength) has a proportional disadvantage in Combat.
 
Low Supply has a smaller disadvantage for the Defender.
 
The larger unit in Combat has an advantage.
 
A unit in a Town may not attack.
 
Besieged Units may not attack nor move.
 
Swedish units with Charles have their Attack Factor doubled.
 
Swedish units which attack might have an additional slight advantage due to the Swedish shock tactics .
 
Units attacking those Foraging have their Attack Factor multiple by how long the Defender was Foraging. [The longer a unit has been foraging, the more spread out and/or divided it is to search for more supplies].
 
All things being otherwise equal, the Defender does have a slight advantage in Combat, in that the amount of potential casualties is less than that of the Attacker.
 
The unit who loses a higher amount retreats the equivalent of one unit size and suffers Demoralization.
 
All Strength losses during combat become Prisoner and are added to the Prisoner Pool.
 
A unit which is eliminated in battle will have its remaining supplies be added to that of the winner of that battle.
 
The retreating unit also incurs an additional loss.
 
A retreating unit is considered Blocked if it comes to a river or makes contact with an enemy unit.
 
If a retreated unit is Blocked, the retreating unit stops it movement, and incurs additional loss randomly determined, up to its entire Strength, as well as to its Supply. It also suffers increased Demoralization.
 
A non-besieged unit attacking from a town is considered to no longer be in town.


Siege
A unit in a Town with an italicized name may be Stormed (attacked normally, but with the Attacker at a disavantage) or Besieged.
 
A unit in a Town with a non-italicized name may only be Besieged.
 
The Besieging unit is given the option to initiate the siege preparation. If chosen, the siege preparation will be complete the NEXT turn, and the enemy unit remaining in the town will be considered besieged
 
If the Besieging unit moves or engages in combat w/ any unit OTHER than the unit it's besieging, the siege is no longer in effect and all preparation for completing a siege are considered lost. (i.e. if a unit has spent 5 turns preparing a siege and then either moves or is attacked, that unit must start all over again in the siege preparation and those 5 previous turns no longer count).
 
Once preparations for siege are completed, every turn after during the siege, the Besieged unit's Supply is checked for any loss. If the Besieged unit's Supply becomes 0, then the Town's Supply is checked for any loss. If then the Town's Supply becomes 0, the Besieged Strength is checked for any loss (which could be as much as the entire Strength). The results of all Supply-related checks mentioned in this rule are randomly determined and based on the unit's Strength.
 
Also, once preparations for siege are completed, every turn after during the siege, if the Beseiging unit's Strength is greater than the Besieged unit's Strength, a random determination is done to check if a breach is made, at which time the Besieging unit is given the option to Storm the Town.
 
When a Besieging unit opts to Storm the Town, the entire Strength of the Besieged unit and an equivalent amount of Strength from the Besieging unit are removed.
 
Combat involving a Besieging Unit removes the siege, and the unit must start siege preparation again.  
If the Besieged opts not to Storm the Town, the entire Strength of the Besieged unit becomes Prisoner and are added to the Prisoner Pool.


Morale/Demoralization/Prisoners
Amount of Demoralization based in Combat loss, and is lessened if the unit is with Charles (if unit is Swedish/Allied) or Peter (if unit is Russian); Amount of Demoralization based in Combat loss, and is increased if Charles (if unit is Swedish/Allied) or Peter (if unit is Russian) is killed.
 
If Units join and one of the units is Demoralized, the resulting Unit is Demoralized.  
At the beginning of each turn, each unit which has Demoralization is checked via random number, based on additional supplies as well as if the unit is with Charles or Peter.
 
At the beginning of each turn, there is a Prisoner Exchange of Prisoner Strength equal to the side with less Prisoners, and Swedish/Allied Prisoner Strength is returned to Charles and Russian Prisoner Strength is returned to Peter.
 
Prisoner Exchange occurs only if both leaders are in a Town.
 
Prisoner Exchange does not occur if either leader is Besieged.


Fortify/Demolish/Raze/Sack
At the beginning of its movement, a unit not in a Town may decide to build or Demolish a Fortification.
 
A unit builds a fortification after a random determination based on its Strength and Supply.
 
A unit with its Strength is more than its Supply or a unit with a Strength of 1 might not build a fortification.
 
A units might lose up to 10 Supply in building a fortification based on random determination and Weather.
 
A Fortification has a Factor of least 2. A Fortification has a higher Factor if built in Non-Clear Terrain.
 
A unit attacking a unit in a Fortification has its Attack Factor reduced based on the Fortification's Factor.
 
A unit on a Fortification may Demolish that Fortification with the same steps used to build a Fortification.
 
At the beginning of its movement, a unit in a Town may decide to Raze the Town.
 
A Town is Razed after random determination based on the unit's Strength: the higher the Strength, the greater chance a Town is Razed.
 
A Town that is Razed has its Supply put to 0.
 
A unit Razing a Town may also elect to Sack the Town, at which time a random determination based on the Town's Supply is made and the result is added to the unit's Supply.


Victory
If a unit with Charles is destroyed, the Russians win automatically.
 
If there is no Swedish victory by 1710, and the Russians have any points (see below) or Charles is Besieged, the Russians win. Otherwise, the game is a draw.
 
The Russians receive points each for capturing Riga, Warsaw, Abo, and Helsinfors.
 
The Swedes/Allies receive points for capturing Notaburg (St. Petersburg, towards the north edge of the map), and receive more points for capturing Moscow, as well as for destroying a unit that has Peter. The points value for capturing Notaburg, Moscow, or eliminating Peter (as well as for the Russians capturing Riga, Warsaw, Abo, Helsinfors) is randomly determined at the beginning of the game AND IS UNKNOWN TO THE PLAYERS.
 
At the end of every turn, the points received by the Russians and those by the Swedes/Allies are calculated with the ratio of total strength points of one side over that of the other side. and compared with a random number based on the total Strengths of all remaining Russian units.